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Kirby 
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IDK who you're responding to, but I'll just comment on Skailler's list:

I like a lot of the stuff. I guess my concern is that I've always thought of Kirby as a character with good punishes and edgeguarding but a bad neutral and some glassy aspects, and I worry that if you buff the punish game too much it will end up sucking for characters who go even with Kirby in neutral. I'd probably buff Kirby's airspeed but keep the ground speed the same or worse, and I'd probably keep Kirby's tech rolls the same (with a corresponding denerf of the ground rolls).

Can you keep the Inhale buffs to the grounded version? The extra frames of hitstun will really suck for fast-fallers, and if you're trying to get a punish you shouldn't need to go in the air.

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Sat Jul 04, 2015 10:49 am
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Right now, I think Kirby really only struggles with disjoints. He's a pain in the butt for everyone else, so here's a list I thought of to try to balance things out.
It's not rock solid and it has holes, but it's just my two cents.

+ Damage buffs to dair and fsmash
+ More ground speed
+ Speed buffs to utilt
+ Slight range buff to uair
+ Inhale covers more range and you move faster while swallowing someone
+ More mashing to escape
+ Hammer does even more damage
+ Stone is much faster and does more damage

= A slightly higher short hop so you can reliably short hop fair, but isn't as quick
= Stronger/Weaker grab game. Ether stronger and more damaging throws but less combo ability or vice versa.

- Range nerf to anything that involves his legs (except uair)
- Hammer is slower and more risky
- Slower air speed
- Less invincibility on rolls
- Final Cutter has less priority
- Also is weaker and much less damaging (IT SHOULD NOT DO 21%!!!)
- Stone takes slightly more time to get out of

I dunno. Thoughts, suggestions?

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Sat Jul 04, 2015 11:03 pm
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gEmssbguy13 wrote:
Right now, I think Kirby really only struggles with disjoints. He's a pain in the butt for everyone else, so here's a list I thought of to try to balance things out.
It's not rock solid and it has holes, but it's just my two cents.

+ Damage buffs to dair and fsmash
+ More ground speed
+ Speed buffs to utilt
+ Slight range buff to uair
+ Inhale covers more range and you move faster while swallowing someone
+ More mashing to escape I can already taste the salt
+ Hammer does even more damage Not needed imo , especially since you wanna nerf its speed
+ Stone is much faster and does more damage

= A slightly higher short hop so you can reliably short hop fair, but isn't as quick
= Stronger/Weaker grab game. Ether stronger and more damaging throws but less combo ability or vice versa. Option 2 sounds way superior imo

- Range nerf to anything that involves his legs (except uair)Hell no, we dont need Ness range
- Hammer is slower and more risky See above
- Slower air speed If we nerf either ground or air Speed Id rather go with ground Speed nerf.
- Less invincibility on rolls
- Final Cutter has less priority
- Also is weaker and much less damaging (IT SHOULD NOT DO 21%!!!) It does 21%?? Why do I Miss stuff Luke that
- Stone takes slightly more time to get out of

I dunno. Thoughts, suggestions?



Comments in bold. You forgot one crucial thing tho:

+++ POYO! as Side Taunt

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Mon Jul 06, 2015 1:06 pm
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This is just my two cents, but I would much rather have Kirby be faster on the ground and average-ish in the air than the other way around. He doesn't need to be Jigglypuff to be a good character. It would probably help his anti-sword matchups more too. His range is fine as-is, in my opinion.

Also, I think buffing Kirbyciding is an awful direction in which to take this character. The goal is to make him better, not more reliant on his gimmicks. If anything, mashing out should be easier and place both characters at equal frame advantage.

Were it up to me, his change list would look something like this:

KBG = Knockback Growth
Angles assume that 0 is directly horizontally in front of Kirby.

+ Increase initial dash speed.
+ Dash attack now has a "boost" on startup that moves Kirby forward one Kirby length in the first few frames of the animation.
+ Drastically increase Uair's KBG in order to make it a potent KO move.
+ Give Uair variable knockback angles to compliment this. It should send horizontally at first and change every frame to reach an 85° angle at the apex.
+ Add active frames after the apex of Uair. This hit should have a weaker flub hitbox, but send at a nasty 180° angle.
+ Give Dtilt knockback growth.
+ Better tech rolls. This is a really obvious change that will help his defensive options tremendously.

= Extend Bair's active frames with a weak flub hitbox. This will likely allow weak hit into strong hit setups while making Bair a bit more of a commitment if it whiffs.
= Raise Nair's angle if knockback, lower initial knockback lightly. This will make it slightly worse for low-percent gimps against fast-fallers, but it will make it a better combo tool.

- Inhale no longer picks up prone opponents. This is a global change that I would like to see implemented across all command grabs.
- Lower Final Cutter damage to 5% for the initial hit, 6% for the downward strike and 4% for the projectile. Changed from 8%, 8% and 5%, for a lowered total of 15% from 21%.
- Slower, less invincible rolls.


This isn't complete; I'll likely touch it up with a few more suggestions, but I thought these might provide some useful points for discussion in the interim.

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Mon Jul 06, 2015 1:56 pm
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Savy, eh? wrote:
these might provide some useful points for discussion in the interim.

Oh yeah? This says otherwise!

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Mon Jul 06, 2015 9:14 pm
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Mon Jul 06, 2015 11:25 pm
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Lite2Key wrote:
Savy, eh? wrote:
these might provide some useful points for discussion in the interim.

Oh yeah? This says otherwise!

I'm laughing harder than I should with that xD

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Mon Jul 06, 2015 11:38 pm
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PM dash attack pls

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Tue Jul 07, 2015 7:40 am
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Jammy wrote:
PM dash attack pls
While we're at it, let's ask for all of PM Kirby. He's the best version. :kirby:

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Tue Jul 07, 2015 12:02 pm
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Savy, eh? wrote:
Jammy wrote:
PM dash attack pls
While we're at it, let's ask for all of PM Kirby. He's the best version. :kirby:

When's Smash 64 Kirby?

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Tue Jul 07, 2015 2:38 pm
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Yes plz

Wait

No Side B

f***

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Tue Jul 07, 2015 4:04 pm
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SkaiPrower wrote:
Yes plz

Wait

No Side B

f***

Who needs side-b when you can just

Image

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Tue Jul 07, 2015 7:35 pm
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Godot wrote:
SkaiPrower wrote:
Yes plz

Wait

No Side B

f#%$&

Who needs side-b when you can just

Image

Until like 90% lol

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Tue Jul 07, 2015 7:45 pm
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I was messing around with Kirby a bit... And found some mor or useful tech doing so :D Lemme enlighten you.

As you all (should) know, if Kirby absorbs Falcon Punch, he can slide with it if he performs it out of a Shorthop (plz dont remove this in Beta btw). If you slide of a ledge with this you can actually perform any desired move right away on with no delay at all, meaning that you can do Sliding Punch -> Dropdown -> edgeguard.

And btw, Falcon Punch into Hammer is THE Kirby combo.

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Wed Jul 22, 2015 8:51 am
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One of my friends uses kirby and just trys to get the down special in the air the whole match xddd

and gets 4 stocked xdddd

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